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//
// Created by Michal Přikryl on 26.06.2025.
// Copyright (c) 2025 slynxcz. All rights reserved.
//
#pragma once
#include <colors.h>
#include <detourtypes.h>
#include <tasks.h>
#include <vectorextends.h>
#include "CBasePlayerController.h"
#include "serversideclient.h"
#include "services.h"
#include "Shared.h"
#include "RayTrace.h"
namespace TemplatePlugin {
extern CServerSideClient* GetClientBySlot(CPlayerSlot slot);
class CCSPlayerController : public CBasePlayerController
{
public:
DECLARE_SCHEMA_CLASS(CCSPlayerController);
SCHEMA_FIELD(CCSPlayerController_InGameMoneyServices*, m_pInGameMoneyServices);
SCHEMA_FIELD(CCSPlayerController_ActionTrackingServices*, m_pActionTrackingServices);
SCHEMA_FIELD(CCSPlayerController_InventoryServices*, m_pInventoryServices);
SCHEMA_FIELD(uint32_t, m_iPing);
SCHEMA_FIELD(CUtlSymbolLarge, m_szClan);
SCHEMA_FIELD_POINTER(char, m_szClanName) // char m_szClanName[32]
SCHEMA_FIELD(bool, m_bEverFullyConnected);
SCHEMA_FIELD(bool, m_bPawnIsAlive);
SCHEMA_FIELD(int32_t, m_nDisconnectionTick);
SCHEMA_FIELD(CHandle<CCSPlayerPawn>, m_hPlayerPawn);
SCHEMA_FIELD(int32, m_DesiredObserverMode);
SCHEMA_FIELD(int16_t, m_nPawnCharacterDefIndex);
SCHEMA_FIELD(CHandle<CCSPlayerPawnBase>, m_hObserverPawn);
SCHEMA_FIELD(CHandle<CCSPlayerController>, m_hOriginalControllerOfCurrentPawn);
SCHEMA_FIELD(uint32_t, m_iPawnHealth);
SCHEMA_FIELD(int32_t, m_iPawnArmor);
SCHEMA_FIELD(int32_t, m_iScore);
SCHEMA_FIELD(int32_t, m_iRoundScore);
SCHEMA_FIELD(int32_t, m_iRoundsWon);
SCHEMA_FIELD(int32_t, m_iMVPs);
SCHEMA_FIELD(float, m_flSmoothedPing);
SCHEMA_FIELD(GameTime_t, m_flForceTeamTime);
SCHEMA_FIELD(int32_t, m_iCompetitiveRanking);
SCHEMA_FIELD(int8_t, m_iCompetitiveRankType);
SCHEMA_FIELD(int32_t, m_iCompetitiveWins);
SCHEMA_FIELD(byte, m_iPendingTeamNum);
SCHEMA_FIELD(byte, m_bTeamChanged);
SCHEMA_FIELD(byte, m_bInSwitchTeam);
static CCSPlayerController* FromUserId(int userid)
{
for (int i = 0; i < shared::getGlobalVars()->maxClients; ++i)
{
CCSPlayerController* controller = FromSlot(i);
if (!controller)
continue;
int iUserId = shared::g_pEngine->GetPlayerUserId(i).Get();
if (userid == iUserId) return controller;
}
return nullptr;
}
static CCSPlayerController* FromPawn(CCSPlayerPawn* pawn)
{
return reinterpret_cast<CCSPlayerController*>(pawn->m_hController().Get());
}
static CCSPlayerController* FromIndex(int iIndex)
{
return static_cast<CCSPlayerController*>(shared::g_pEntitySystem->
GetEntityInstance(CEntityIndex(iIndex)));
}
static CCSPlayerController* FromSlot(int iSlot)
{
return static_cast<CCSPlayerController*>(shared::g_pEntitySystem->
GetEntityInstance(CEntityIndex(iSlot + 1)));
}
static CCSPlayerController* FromSteamId(uint64 steamid)
{
for (int i = 0; i < shared::getGlobalVars()->maxClients; ++i)
{
CCSPlayerController* controller = FromSlot(i);
if (!controller)
continue;
if (steamid == controller->GetSteamID()) return controller;
}
return nullptr;
}
CServerSideClient* GetServerSideClient()
{
return GetClientBySlot(GetPlayerSlot());
}
CCSPlayerPawn* GetPlayerPawn()
{
if (auto handle = m_hPlayerPawn(); handle.IsValid())
return handle.Get();
return nullptr;
}
CCSPlayerPawn* GetObserverPawn()
{
if (auto handle = m_hObserverPawn(); handle.IsValid())
return static_cast<CCSPlayerPawn*>(handle.Get());
return nullptr;
}
bool IsBot() { return GetSteamID() == 0; }
void ChangeTeam(CsTeam iTeam)
{
CALL_VIRTUAL(void, shared::g_pGameConfig->GetOffset("CCSPlayerController_ChangeTeam"), this,
static_cast<byte>(iTeam));
}
static std::string CsTeamToString(CsTeam team)
{
switch (team)
{
case CsTeam::None: return "None";
case CsTeam::Spectator: return "Spectator";
case CsTeam::Terrorist: return "Terrorist";
case CsTeam::CounterTerrorist: return "CounterTerrorist";
default: return "Unknown";
}
}
CsTeam Team()
{
byte teamNum = GetTeam();
if (teamNum < static_cast<byte>(CsTeam::None) || teamNum > static_cast<byte>(CsTeam::CounterTerrorist))
return CsTeam::None;
return static_cast<CsTeam>(teamNum);
}
void Respawn()
{
CCSPlayerPawn* pPawn = GetPlayerPawn();
if (!pPawn || m_bPawnIsAlive)
return;
SetPawn(pPawn);
CALL_VIRTUAL(void, shared::g_pGameConfig->GetOffset("CCSPlayerController_Respawn"), this);
}
bool CheckValid(bool alive = false)
{
CCSPlayerPawn* pawn = GetPlayerPawn();
if (IsBot() || GetIsHLTV() || GetSteamID() <= 0 || !IsConnected() || !pawn)
return false;
if (alive && !m_bPawnIsAlive())
{
return false;
}
return true;
}
void TakeFakeDamage(CCSPlayerController* attacker, int damage)
{
static CBaseEntity_TakeDamageOld_t s_TakeDamageOld = nullptr;
if (!s_TakeDamageOld)
{
CBaseEntity_TakeDamageOld_t addr =
DynLibUtils::CModule(shared::g_pServer)
.FindPattern(shared::g_pGameConfig->GetSignature("CBaseEntity_TakeDamageOld"))
.RCast<CBaseEntity_TakeDamageOld_t>();
if (!addr) return;
s_TakeDamageOld = addr;
}
if (!CheckValid(true) || !attacker || !attacker->CheckValid())
return;
auto* victimPawn = GetPlayerPawn();
if (!victimPawn) return;
auto* attackerPawn = attacker->GetPlayerPawn();
if (!attackerPawn) return;
const size_t infoSize = schema::GetClassSize("CTakeDamageInfo");
const size_t resultSize = schema::GetClassSize("CTakeDamageResult");
auto* infoMem = std::malloc(infoSize);
auto* resultMem = std::malloc(resultSize);
if (!infoMem || !resultMem)
{
std::free(infoMem);
std::free(resultMem);
return;
}
std::memset(infoMem, 0, infoSize);
std::memset(resultMem, 0, resultSize);
CAttackerInfo attackerInfo(attacker);
std::memcpy(reinterpret_cast<std::uint8_t*>(infoMem) + 0x98, &attackerInfo, sizeof(CAttackerInfo));
auto* info = reinterpret_cast<CTakeDamageInfo*>(infoMem);
auto* result = reinterpret_cast<CTakeDamageResult*>(resultMem);
info->m_hInflictor() = attackerPawn->GetHandle();
info->m_hAttacker() = attackerPawn->GetHandle();
info->m_flDamage() = static_cast<float>(damage);
info->m_flFriendlyFireDamageReductionRatio() = static_cast<float>(0);
info->m_bInTakeDamageFlow() = true;
info->m_bitsDamageType() = DMG_GENERIC;
result->m_pOriginatingInfo() = info;
result->m_nDamageDealt() = damage;
result->m_nHealthLost() = damage;
result->m_flPreModifiedDamage() = static_cast<float>(damage);
result->m_nTotalledDamageDealt() = damage;
result->m_nTotalledHealthLost() = damage;
result->m_bWasDamageSuppressed() = false;
s_TakeDamageOld(victimPawn, info, result);
std::free(infoMem);
std::free(resultMem);
}
void Kick(ENetworkDisconnectionReason reason)
{
if (!CheckValid()) return;
CPlayerSlot slot = CPlayerSlot(GetPlayerSlot());
Tasks::NextFrame([slot, reason]
{
shared::g_pEngine->DisconnectClient(
slot, reason);
});
}
PlayerConnectedState GetConnectedState() { return m_iConnected(); }
CSPlayerState GetPawnState()
{
CCSPlayerPawnBase* pPawn = static_cast<CCSPlayerPawnBase*>(GetPawn());
if (!pPawn)
return STATE_WELCOME;
return pPawn->m_iPlayerState();
}
CSPlayerState GetPlayerPawnState()
{
CCSPlayerPawn* pPawn = GetPlayerPawn();
if (!pPawn)
return STATE_WELCOME;
return pPawn->m_iPlayerState();
}
CBaseEntity* GetObserverTarget()
{
auto pPawn = GetPawn();
if (!pPawn)
return nullptr;
return pPawn->m_pObserverServices->m_hObserverTarget().Get();
}
// --- HEALTH & ARMOR ---
int GetHealth()
{
if (!CheckValid(true)) return 0;
auto pawn = GetPlayerPawn();
return pawn->m_iHealth;
}
void SetHealth(int health)
{
if (!CheckValid(true) || health <= 0) return;
auto pawn = GetPlayerPawn();
pawn->m_iHealth = health;
m_iPawnHealth = health;
if (health > pawn->m_iMaxHealth)
pawn->m_iMaxHealth = health;
}
void AddHealth(int delta)
{
if (!CheckValid(true) || delta <= 0) return;
auto pawn = GetPlayerPawn();
pawn->m_iHealth += delta;
m_iPawnHealth += delta;
}
void SetMaxHealth(int maxHp)
{
if (!CheckValid(true) || maxHp <= 0) return;
auto pawn = GetPlayerPawn();
pawn->m_iMaxHealth = maxHp;
}
void SetArmor(int armor, bool helmet = false)
{
if (!CheckValid(true) || armor < 0) return;
auto pawn = GetPlayerPawn();
pawn->m_ArmorValue = armor;
m_iPawnArmor = armor;
if (helmet && pawn->m_pItemServices)
pawn->m_pItemServices->m_bHasHelmet = true;
}
void AddArmor(int delta)
{
if (!CheckValid(true) || delta <= 0) return;
auto pawn = GetPlayerPawn();
pawn->m_ArmorValue() += delta;
m_iPawnArmor() += delta;
}
// --- WEAPONS ---
std::vector<CCSWeaponBase*> GetWeapons()
{
std::vector<CCSWeaponBase*> weapons;
auto pawn = GetPlayerPawn();
if (!pawn || !pawn->m_pWeaponServices() || !pawn->m_pWeaponServices()->m_hMyWeapons())
return weapons;
const auto& myWeapons = *pawn->m_pWeaponServices()->m_hMyWeapons();
for (int i = 0; i < myWeapons.Count(); ++i)
{
const auto& handle = myWeapons[i];
if (!handle.IsValid()) continue;
if (auto* weapon = static_cast<CCSWeaponBase*>(handle.Get()))
{
weapons.push_back(weapon);
}
}
return weapons;
}
CCSWeaponBase* GetWeaponByDefIndex(int defIndex)
{
for (auto* base : GetWeapons())
{
if (base->m_AttributeManager().m_Item().m_iItemDefinitionIndex() == defIndex)
return base;
}
return nullptr;
}
CCSWeaponBase* GetWeaponBySlot(gear_slot_t slot)
{
for (auto* base : GetWeapons())
{
if (base->GetWeaponVData() && base->GetWeaponVData()->m_GearSlot() == slot)
return base;
}
return nullptr;
}
CCSWeaponBase* GetWeaponByName(const std::string& weaponName)
{
for (auto* base : GetWeapons())
{
if (base->GetDesignerName() == weaponName)
return base;
}
return nullptr;
}
bool HasWeaponByName(const std::string& weaponName)
{
return GetWeaponByName(weaponName) != nullptr;
}
bool HasWeaponInSlot(gear_slot_t slot)
{
return GetWeaponBySlot(slot) != nullptr;
}
std::string GetWeaponNameBySlot(gear_slot_t slot)
{
if (auto* w = GetWeaponBySlot(slot))
{
return w->GetDesignerName();
}
return {};
}
void DropWeaponByName(const std::string& weaponName)
{
auto pawn = GetPlayerPawn();
if (!pawn || !pawn->m_pWeaponServices()) return;
if (auto* weapon = GetWeaponByName(weaponName))
{
pawn->m_pWeaponServices()->m_hActiveWeapon() = CHandle<CBaseEntity>(weapon);
pawn->m_pItemServices()->DropActiveWeapon(weapon);
}
}
// --- POSITION / AIM ---
Vector GetEyePosition()
{
auto pawn = GetPlayerPawn();
if (!pawn) return {0, 0, 0};
Vector origin = pawn->GetAbsOrigin();
Vector offset = pawn->m_vecViewOffset();
return {origin.x, origin.y, origin.z + offset.z};
}
CBaseEntity* GetAimEntity(bool includePlayers = false)
{
if (!CheckValid(true))
return nullptr;
auto* pawn = GetPlayerPawn();
if (!pawn)
return nullptr;
QAngle eyeAngles = pawn->GetEyeAngles();
Vector eyePos = GetEyePosition();
RayTrace::TraceOptions opts{};
if (!includePlayers)
opts.InteractsExclude = RayTrace::InteractionLayers::Player;
auto result = RayTrace::TraceShape(
eyePos,
eyeAngles,
pawn,
&opts
);
return result.has_value()
? static_cast<CBaseEntity*>(result->HitEntity)
: nullptr;
}
struct AimPositionResult
{
bool Hit{false};
Vector Origin{};
Vector Normal{};
};
AimPositionResult GetAimPositionEx(bool includePlayers = true)
{
AimPositionResult result{};
if (!CheckValid(true))
return result;
auto* pawn = GetPlayerPawn();
if (!pawn)
return result;
QAngle eyeAngles = pawn->GetEyeAngles();
Vector eyePos = GetEyePosition();
Vector forward{};
AngleVectors(eyeAngles, &forward, nullptr, nullptr);
Vector origin = eyePos + forward * 15.0f;
RayTrace::TraceOptions opts{};
if (!includePlayers)
opts.InteractsExclude = RayTrace::InteractionLayers::Player;
auto traceResult = RayTrace::TraceShape(
eyePos,
eyeAngles,
pawn,
&opts
);
if (traceResult.has_value())
{
result.Hit = true;
result.Origin = traceResult->EndPos;
result.Normal = traceResult->Normal;
return result;
}
result.Hit = false;
result.Origin = origin + forward * 8192.0f;
return result;
}
Vector GetAimPosition(bool includePlayers = true)
{
if (!CheckValid(true))
return {0, 0, 0};
auto* pawn = GetPlayerPawn();
if (!pawn)
return {0, 0, 0};
QAngle eyeAngles = pawn->GetEyeAngles();
Vector eyePos = GetEyePosition();
Vector forward{};
AngleVectors(eyeAngles, &forward, nullptr, nullptr);
Vector origin = eyePos + forward * 15.0f;
RayTrace::TraceOptions opts{};
if (!includePlayers)
opts.InteractsExclude = RayTrace::InteractionLayers::Player;
auto traceResult = RayTrace::TraceShape(
eyePos,
eyeAngles,
pawn,
&opts
);
if (traceResult.has_value())
{
return traceResult->EndPos;
}
return origin + forward * 8192.0f;
}
bool IsPlayerInSightRange(CCSPlayerController* target,
float distance = 0.0f, float angle = 90.0f, bool heightCheck = true,
bool negativeAngle = false)
{
if (!CheckValid(true) || !target->CheckValid(true) || GetPlayerPawn()->GetAbsOrigin().IsZero() ||
target->GetPlayerPawn()->GetAbsOrigin().IsZero())
return false;
float resultDistance = 0;
auto playerEyeAngles = GetPlayerPawn()->GetEyeAngles();
playerEyeAngles.x = 0.0f;
playerEyeAngles.z = 0.0f;
Vector angleVector;
AngleVectors(playerEyeAngles, &angleVector, nullptr, nullptr);
angleVector = VectorExtends::Normalize(angleVector);
if (negativeAngle)
angleVector = VectorExtends::NegateVector(angleVector);
auto playerOrigin = GetPlayerPawn()->GetAbsOrigin();
auto targetOrigin = target->GetPlayerPawn()->GetAbsOrigin();
if (heightCheck && distance > 0.0f)
resultDistance = VectorExtends::Distance(playerOrigin, targetOrigin);
if (distance > 0.0f)
{
if (resultDistance > distance)
return false;
}
playerOrigin.z = 0.0f;
targetOrigin.z = 0.0f;
auto targetVector = VectorExtends::MakeVectorFromPoints(playerOrigin, targetOrigin);
targetVector = VectorExtends::Normalize(targetVector);
auto resultAngle = VectorExtends::RadToDeg(
VectorExtends::ArcCosine(VectorExtends::GetVectorDotProduct(targetVector, angleVector)));
if (resultAngle > angle / 2)
return false;
if (distance > 0.0f)
{
if (!heightCheck)
resultDistance = VectorExtends::Distance(playerOrigin, targetOrigin);
return resultDistance <= distance;
}
return true;
}
void TeleportTo(CCSPlayerController* target)
{
if (!CheckValid(true) || !target || !target->CheckValid(true)) return;
auto pawn = GetPlayerPawn();
auto tpawn = target->GetPlayerPawn();
if (!pawn || !tpawn) return;
Vector origin = tpawn->GetAbsOrigin();
QAngle rot = tpawn->GetAbsRotation();
Vector vel = tpawn->GetAbsVelocity();
pawn->Teleport(&origin, &rot, &vel);
}
void TeleportPlayer(CCSPlayerController* target)
{
CCSPlayerPawn* myPawn = GetPlayerPawn();
CCSPlayerPawn* targetPawn = target ? target->GetPlayerPawn() : nullptr;
if (!myPawn || !targetPawn)
return;
const Vector& origin = targetPawn->GetAbsOrigin();
const QAngle& rotation = targetPawn->GetAbsRotation();
const Vector& velocity = targetPawn->GetAbsVelocity();
myPawn->Teleport(&origin, &rotation, &velocity);
}
void SetPlayerRenderColor(int a = 255, int r = 255, int g = 255, int b = 255)
{
CCSPlayerPawn* pawn = GetPlayerPawn();
if (!pawn) return;
pawn->m_clrRender() = Color(r, g, b, a);
}
void SetPlayerInvisible(int alpha = 0)
{
if (alpha < 0) alpha = 0;
if (alpha > 255) alpha = 255;
CCSPlayerPawn* pawn = GetPlayerPawn();
if (!pawn)
return;
SetPlayerRenderColor(alpha);
if (auto weaponServices = pawn->m_pWeaponServices())
{
CHandle<CBasePlayerWeapon> activeWeapon = weaponServices->m_hActiveWeapon();
if (activeWeapon && activeWeapon.IsValid())
{
auto* weapon = activeWeapon.Get();
weapon->m_clrRender() = colors(255, 255, 255, alpha).ToValveColor();
weapon->m_flShadowStrength() = 0.0f;
}
if (auto myWeapons = weaponServices->m_hMyWeapons())
{
FOR_EACH_VEC(*myWeapons, i)
{
const CHandle<CBasePlayerWeapon>& handle = (*myWeapons)[i];
if (!handle.IsValid() || !handle.Get())
continue;
auto* weapon = handle.Get();
weapon->m_clrRender() = colors(255, 255, 255, 0).ToValveColor();
weapon->m_flShadowStrength() = 0.0f;
}
}
}
}
void SetPlayerVisible()
{
CCSPlayerPawn* pawn = GetPlayerPawn();
if (!pawn)
return;
SetPlayerRenderColor();
if (auto weaponServices = pawn->m_pWeaponServices())
{
CHandle<CBasePlayerWeapon> activeWeapon = weaponServices->m_hActiveWeapon();
if (activeWeapon && activeWeapon.IsValid())
{
auto* weapon = activeWeapon.Get();
weapon->m_clrRender() = colors(255, 255, 255, 255).ToValveColor();
weapon->m_flShadowStrength() = 1.0f;
}
if (auto myWeapons = weaponServices->m_hMyWeapons())
{
FOR_EACH_VEC(*myWeapons, i)
{
const CHandle<CBasePlayerWeapon>& handle = (*myWeapons)[i];
if (!handle.IsValid() || !handle.Get())
continue;
auto* weapon = handle.Get();
weapon->m_clrRender() = colors(255, 255, 255, 255).ToValveColor();
weapon->m_flShadowStrength() = 1.0f;
}
}
}
}
};
}